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@@ -73,7 +73,6 @@ void ALuprexGameModeBase::UpdateConsoleOutput() {
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}
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}
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#pragma optimize("", off)
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void ALuprexGameModeBase::UpdateTangibles() {
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double radius = 1000.0; // Hardwired for now.
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using TanArray = UlxTangibleManager::TanArray;
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@@ -132,8 +131,9 @@ void ALuprexGameModeBase::UpdatePossessedTangible() {
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void ALuprexGameModeBase::UpdateLuaSourceCode() {
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FlxLockedWrapper lockedwrap;
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if (lockedwrap->get_rescan_lua_source(lockedwrap.Get()))
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if (lockedwrap->get_rescan_lua_source(lockedwrap.Get()) || ReloadSource)
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{
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ReloadSource = false;
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drvutil::ostringstream srcpak;
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FString LuprexRoot = FPaths::Combine(FPaths::ProjectDir(), TEXT("luprex"));
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std::string srcpakerr = drvutil::package_lua_source(TCHAR_TO_UTF8(*LuprexRoot), &srcpak);
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@@ -259,4 +259,9 @@ ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
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return result;
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}
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void ALuprexGameModeBase::TriggerReloadSource(const UObject *WorldContextObject) {
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ALuprexGameModeBase *GameMode = FromContext(WorldContextObject);
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GameMode->ReloadSource = true;
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}
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@@ -62,6 +62,11 @@ public:
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// Get the current Luprex Game Mode Base, given a Context object.
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static ALuprexGameModeBase *FromContext(const UObject *Context);
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// Set the ReloadSource flag on the current Luprex game mode, causing
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// the Lua source to be reloaded on the next tick.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous", meta = (WorldContext = "WorldContextObject"))
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static void TriggerReloadSource(const UObject *WorldContextObject);
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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@@ -76,6 +81,9 @@ public:
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// This is always true unless you use the debugger to set it to false.
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bool TickEnabled = true;
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// True to trigger a source reload.
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bool ReloadSource = false;
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// Current Player ID
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int64 PlayerId = 0;
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